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<blockquote data-quote="Oofta" data-source="post: 8153865" data-attributes="member: 6801845"><p>Let's start with the basics. You're starting fairly small and then expanding out. Cool. You have a patron for the individuals, also good. That patron could still be alive, could be a ghost, could be a mysterious voice for right now. Maybe what appears to be a ghost and has difficulty communicating at first but is really trapped "between worlds" or in the ethereal plane. </p><p></p><p>The point is to have someone that can nudge them in the right direction, reward them appropriately and so on. That protector could be just about anyone or anything, I'd consider a druid for the role as well for example. </p><p></p><p>However, I do think maybe you may be getting ahead of yourself a little bit. For the first few levels, do they really need this patron? Have everyone sit down and figure out why they're a group. Are they related? Did they grow up together? It can be as simple as able-bodied people are expected to help protect the town and they're on patrol together when they get wind of something bigger.</p><p></p><p>So I'd probably introduce the patron slowly. Maybe just cryptic notes and messages at first. A simple "I saw how you rescued widow McClaine from those wolves, good job" Delivered by a mysterious cloaked figure, a go-between or even just a note. Then tease something bigger "Did you notice that those wolves weren't acting normally?"</p><p></p><p>Personally I like to figure out a setting and then, after a session or two to introduce the setting, just pay attention to what the players like. Try to set up multiple hooks or options and let them decide what direction they want to go.</p><p></p><p>I wouldn't worry too much about how and why they level up. Yes they're heroes but you don't necessarily need to explain why they're different. It's kind of expected when playing a game that the players are just special, without any justification necessary.</p><p></p><p>Last, but not least, it's perfectly okay to leave things sketchy at first. I only plan out a session or two myself with a rough outline of things that are happening. I may have an idea of a great dragon laying waste to the lands, but until the dragon has been confirmed it could be just about anything.</p><p></p><p>Hopefully that helps, good luck!</p></blockquote><p></p>
[QUOTE="Oofta, post: 8153865, member: 6801845"] Let's start with the basics. You're starting fairly small and then expanding out. Cool. You have a patron for the individuals, also good. That patron could still be alive, could be a ghost, could be a mysterious voice for right now. Maybe what appears to be a ghost and has difficulty communicating at first but is really trapped "between worlds" or in the ethereal plane. The point is to have someone that can nudge them in the right direction, reward them appropriately and so on. That protector could be just about anyone or anything, I'd consider a druid for the role as well for example. However, I do think maybe you may be getting ahead of yourself a little bit. For the first few levels, do they really need this patron? Have everyone sit down and figure out why they're a group. Are they related? Did they grow up together? It can be as simple as able-bodied people are expected to help protect the town and they're on patrol together when they get wind of something bigger. So I'd probably introduce the patron slowly. Maybe just cryptic notes and messages at first. A simple "I saw how you rescued widow McClaine from those wolves, good job" Delivered by a mysterious cloaked figure, a go-between or even just a note. Then tease something bigger "Did you notice that those wolves weren't acting normally?" Personally I like to figure out a setting and then, after a session or two to introduce the setting, just pay attention to what the players like. Try to set up multiple hooks or options and let them decide what direction they want to go. I wouldn't worry too much about how and why they level up. Yes they're heroes but you don't necessarily need to explain why they're different. It's kind of expected when playing a game that the players are just special, without any justification necessary. Last, but not least, it's perfectly okay to leave things sketchy at first. I only plan out a session or two myself with a rough outline of things that are happening. I may have an idea of a great dragon laying waste to the lands, but until the dragon has been confirmed it could be just about anything. Hopefully that helps, good luck! [/QUOTE]
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